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Sinboto Simmons
SVER True Blood Public Disorder.
1592
|
Posted - 2013.10.26 09:30:00 -
[1] - Quote
Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4226
|
Posted - 2013.10.26 09:40:00 -
[2] - Quote
I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. |
Sinboto Simmons
SVER True Blood Public Disorder.
1592
|
Posted - 2013.10.26 09:45:00 -
[3] - Quote
Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. |
Banning Hammer
Tal-Romon Legion Amarr Empire
1970
|
Posted - 2013.10.26 09:49:00 -
[4] - Quote
I don't know about that....I have to sacrifice about 200 hp of shields for about 22% more damage, that is a lot. You kill faster, but you also die faster. |
JL3Eleven
A.N.O.N.Y.M.O.U.S.
1102
|
Posted - 2013.10.26 09:50:00 -
[5] - Quote
Let people do what they please. It's a glass cannon vs. a tank argument. Just do not balance weapons based on damage mods. |
Chunky Munkey
Amarr Templars Amarr Empire
1888
|
Posted - 2013.10.26 09:51:00 -
[6] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration.
Okay. Armour hardener modules for high slots then please. |
lordjanuz
Norwegian Dust514 Corporation Top Men.
208
|
Posted - 2013.10.26 09:52:00 -
[7] - Quote
They disagree with OP on this, its all about playstyle and if you are playing solo or with support of a squad. When we have them it gives the player the opertunity to choose , damage or hp. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4227
|
Posted - 2013.10.26 09:57:00 -
[8] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? |
Knight Soiaire
P.O.I.N.T.L.E.S.S A.C.R.O.N.Y.M
2772
|
Posted - 2013.10.26 10:06:00 -
[9] - Quote
I dont think they should go.
Maybe they just need drawbacks. |
Frost Kitty
Immortal Retribution
20
|
Posted - 2013.10.26 10:09:00 -
[10] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Nothing useful however. ;3 |
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Michael Arck
Anubis Prime Syndicate
1691
|
Posted - 2013.10.26 10:10:00 -
[11] - Quote
lol what? And Knight, what are you still doing here? Smh. This community is looney tunes |
Sinboto Simmons
SVER True Blood Public Disorder.
1597
|
Posted - 2013.10.26 10:20:00 -
[12] - Quote
Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? Indeed, you joke but they are indeed a fun mod to play with.
Range and precision mods, a staple of the galente, are also an option on top of shield extenders/rechargers and it's variants. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4230
|
Posted - 2013.10.26 10:22:00 -
[13] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? Indeed, you joke but they are indeed a fun mod to play with. Range and precision mods, a staple of the galente, are also an option on top of shield extenders/rechargers and it's variants.
It would be nice if passive scanning worked, yes.
Myofibrils really don't work with armour tanking. They require you to get in close, which requires a high speed, yet armour slows you down? Also, how often do they really prove themselves useful? |
Sinboto Simmons
SVER True Blood Public Disorder.
1597
|
Posted - 2013.10.26 10:27:00 -
[14] - Quote
Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? Indeed, you joke but they are indeed a fun mod to play with. Range and precision mods, a staple of the galente, are also an option on top of shield extenders/rechargers and it's variants. It would be nice if passive scanning worked, yes. Myofibrils really don't work with armour tanking. They require you to get in close, which requires a high speed, yet armour slows you down? Also, how often do they really prove themselves useful? Depends on your play style I flank mostly, both in and out of my scout suit before someone points it out, so clocking my MD into the back of someone's head then following with said weapon proves useful.
Dust is all about diversity I try to think outside the norm and stray away from what everyone considers the 'best' way to play, unfortunately not many dust players do this. |
Sgt Kirk
SyNergy Gaming EoN.
2397
|
Posted - 2013.10.26 10:31:00 -
[15] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? Indeed, you joke but they are indeed a fun mod to play with. Range and precision mods, a staple of the galente, are also an option on top of shield extenders/rechargers and it's variants. I'm getting the strong feeling that you don't armor tank with what you're saying. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
823
|
Posted - 2013.10.26 10:34:00 -
[16] - Quote
Yes,no, IDK. There should be a weapon customization, after this i would agree. Every weapon could have it's own mods (not only damage), to some weapon can not be allowed to use Dmod or mods that makes it OP. Imo sooner or LATER, all modules affecting dropsuit parameters will be in suit slots, all the modules affecting weapons will be in weapon slots. |
Sinboto Simmons
SVER True Blood Public Disorder.
1600
|
Posted - 2013.10.26 10:36:00 -
[17] - Quote
Sgt Kirk wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Such as what? Myofibril stimulants? Indeed, you joke but they are indeed a fun mod to play with. Range and precision mods, a staple of the galente, are also an option on top of shield extenders/rechargers and it's variants. I'm getting the strong feeling that you don't armor tank with what you're saying. Incorrect, while Sinboto is a scout I also play as a galente assault on a friends character (actually I use his characters for test often now that I'm thinking about it) so I can keep myself informed on my opposite tank.
Playstyle is different for all sir.
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Sgt Kirk
SyNergy Gaming EoN.
2397
|
Posted - 2013.10.26 10:38:00 -
[18] - Quote
Sinboto Simmons wrote: I also play as a galente assault on a friends character (actually I use his characters for test often now that I'm thinking about it) so I can keep myself informed on my opposite tank.
Playstyle is different for all sir.
*Cough*
|
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
140
|
Posted - 2013.10.26 10:39:00 -
[19] - Quote
Limit damage mods to one per suit only. Make speed, stamina, range amplifiers, dampener, hacking, and precision high and low slot capable, but if you put them in one side, they are blocked from the other side until they are removed. Split cpu and pg one high one low.
As it stands, armor tanked suits can either do high damage, high armor suits, dual tank, or sacrifice armor for any of the other mods. Shield tanks have more freedom to mix and match all of the rest of the mods freely, except high damage unless the take away from their main stay tank.
These fixes would bring us a big step closer to balance amongst suits, as well as open up and greatly diversify our individual set ups. We would get to play the game the way we truly want tto play. |
Sinboto Simmons
SVER True Blood Public Disorder.
1601
|
Posted - 2013.10.26 10:41:00 -
[20] - Quote
Chunky Munkey wrote:Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Okay. Armour hardener modules for high slots then please. And shield hardeners for the lows? |
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Sgt Kirk
SyNergy Gaming EoN.
2397
|
Posted - 2013.10.26 10:46:00 -
[21] - Quote
Doshneil Antaro wrote:Limit damage mods to one per suit only. Make speed, stamina, range amplifiers, dampener, hacking, and precision high and low slot capable, but if you put them in one side, they are blocked from the other side until they are removed. Split cpu and pg one high one low.
As it stands, armor tanked suits can either do high damage, high armor suits, dual tank, or sacrifice armor for any of the other mods. Shield tanks have more freedom to mix and match all of the rest of the mods freely, except high damage unless the take away from their main stay tank.
These fixes would bring us a big step closer to balance amongst suits, as well as open up and greatly diversify our individual set ups. We would get to play the game the way we truly want tto play. I honestly don't understand why the Powergrid AND CPU enhancer module are both in low slots (btw the CPU enhancer has no negative affect besides using a slot)
So there's that as well.
I'd be nice if I could choose to have the scanning in highslots. Precision module is useful but stacking them when you can already detect ADV gear (the norm) is kind of silly unless the suit is built to detect stealth scouts.
I'd just like to have something other than Myofybril plates (because fat ass Gallente Med suits can't run around like that) and damage mods. |
Sinboto Simmons
SVER True Blood Public Disorder.
1601
|
Posted - 2013.10.26 10:51:00 -
[22] - Quote
Sgt Kirk wrote:Doshneil Antaro wrote:Limit damage mods to one per suit only. Make speed, stamina, range amplifiers, dampener, hacking, and precision high and low slot capable, but if you put them in one side, they are blocked from the other side until they are removed. Split cpu and pg one high one low.
As it stands, armor tanked suits can either do high damage, high armor suits, dual tank, or sacrifice armor for any of the other mods. Shield tanks have more freedom to mix and match all of the rest of the mods freely, except high damage unless the take away from their main stay tank.
These fixes would bring us a big step closer to balance amongst suits, as well as open up and greatly diversify our individual set ups. We would get to play the game the way we truly want tto play. I honestly don't understand why the Powergrid AND CPU enhancer module are both in low slots (btw the CPU enhancer has no negative affect besides using a slot) So there's that as well. I'd be nice if I could choose to have the scanning in highslots. Precision module is useful but stacking them when you can already detect ADV gear (the norm) is kind of silly unless the suit is built to detect stealth scouts. I'd just like to have something other than Myofybril plates (because fat ass Gallente Med suits can't run around like that) and damage mods.
Those plates that don't reduce movement speed ( can't remember name I'm tired sue me ) are pretty handy in using melee mods btw, less tank though but you already knew that yes? |
ADAM-OF-EVE
Svartur Bjorn
462
|
Posted - 2013.10.26 10:51:00 -
[23] - Quote
i suggested this just the other day
https://forums.dust514.com/default.aspx?g=posts&t=117220&find=unread |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
140
|
Posted - 2013.10.26 10:52:00 -
[24] - Quote
Sinboto Simmons wrote:Chunky Munkey wrote:Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Okay. Armour hardener modules for high slots then please. And shield hardeners for the lows? My train of thought is that if you have a shield suit, all shield related items should fit into the high, armor suits all low for armor mods. This is do to the slot layout for those suits have more slots for their individual tank needs. Also doing this reduces over all reliance on over use of hp mods, as you need to fit other mods to aid in your chosen tank. This would force player's to become creative with their suits, as well as play style. Being weaker, also promotes teamwork. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
140
|
Posted - 2013.10.26 10:58:00 -
[25] - Quote
Just read through that, and it makes sense. Zero damage mods could prevent unnecessary nerfs. It also would be a good indicator of when a nerf is really needed. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4233
|
Posted - 2013.10.26 10:59:00 -
[26] - Quote
Sinboto Simmons wrote:Chunky Munkey wrote:Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Okay. Armour hardener modules for high slots then please. And shield hardeners for the lows?
Shields already have low slot tanking modules. |
Banning Hammer
Tal-Romon Legion Amarr Empire
1974
|
Posted - 2013.10.26 11:02:00 -
[27] - Quote
Sorry to burst your bubble guys....but if you want to remove Damage modules on balancing principals, what about Weapon Proficiency ? that adds a lot of extra damage to weapons ...in fact... most weapons becomes OP ones you max Proficiency. |
George Moros
Area 514
146
|
Posted - 2013.10.26 11:38:00 -
[28] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration.
I really fail to see any issue with having damage mods apart from them having too large bonus difference across tiers, which is an issue unrelated to OP.
Damage mods come at a hefty CPU/PG cost (I'm talking about complex mods, as they are the only ones worth fitting anyway), they use up fitting slots - a price many people seem to underestimate, and have a stacking penalty which makes fitting multiples even more costly and unrewarding.
As for the weapon balance with or without them, I think it's a fair trade - u get more DPS, but pay the price with (most commonly) less shields. Of course, fitting them makes much more sense on some fits/roles than others. Snipers you mentioned are IMHO a good example of a balanced approach - sniper weapons without multiple damage mods are underwhelming, but since snipers rely on stealth and distance for protection more than anything else, sacrificing tank for damage is perfectly reasonable and gets sniper damage exactly where it needs to be. |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
94
|
Posted - 2013.10.26 11:46:00 -
[29] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Here we go, another nerf it thread, damn does it ever stop, there are so many games you could play where you can get all warm and fuzzy, like candy land, no damage mods there. Jesus you can all run them get over it dude. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
246
|
Posted - 2013.10.26 11:52:00 -
[30] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration.
Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them.
I don't agree to the removal of damage mods but i will agree that damage mods are to powerfull right now. If we compare shields mods against damage mods you'r not really getting that feel that you'r making an important decision when you decide to equip a damage mod instead of a shield mod (or he profile dampener or one of the other high slot modules)
Right now damage mods are just so much better than any of the other high slots so you equipping anything else than 1-2 damage mods is plain stupid. Tone down daamge mods quite a bit but keep fitting requirements the same so it's actually going to be a tough moral choice whether to fit damage mod or one of the other mods b
Look at low slots lots of options going on there |
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CrotchGrab 360
Forsaken Immortals Top Men.
354
|
Posted - 2013.10.26 12:02:00 -
[31] - Quote
Damage mods on assaults are only good for glass cannon fits.
Advantage: High damage (possibly speed depending on fit)
Disadvantage: Low HP.
Unless you're using a logi, stacking on 500+ armour and still using 3-5 damage mods, that's the real problem here.
Advantages: High damage, high HP
Disadvantages: None.
It's not the damage mods themselves but where and how they can be used that is the problem. |
CrotchGrab 360
Forsaken Immortals Top Men.
354
|
Posted - 2013.10.26 12:04:00 -
[32] - Quote
myself I use EXO-5 MD with Prof 5, 2x complex damage mods and 2x enhanced kinectic catalysers on an advanced caldari assault.
Then I realised the minmatar version has more pg/cpu and moves faster. So it's onto the next suit so I can have 3x complex damage mods and 2x enhanced kin cats with the passive speed boost.
Now that's going to be a good suit, need to log on and see if I can actually get it though..... |
trooper7041
Forsaken Immortals Top Men.
13
|
Posted - 2013.10.26 12:29:00 -
[33] - Quote
Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks.
^THIS
Maybe with the extra damage you could loose something like 5-10m on effective/optimal range? That way people not using damage mods can still get the upper hand with a little distance.
This could work for all equipment and modules. Maybe things like armor reppers or nano hives give you a speed penalty; further forcing a logi to play a support role, rather than a crazy assault as most do. |
Chunky Munkey
Amarr Templars Amarr Empire
1893
|
Posted - 2013.10.26 12:41:00 -
[34] - Quote
Sinboto Simmons wrote:Chunky Munkey wrote:Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Okay. Armour hardener modules for high slots then please. And shield hardeners for the lows?
Nope. You've got regulators. |
Lightning xVx
R 0 N 1 N
280
|
Posted - 2013.10.26 12:41:00 -
[35] - Quote
trooper7041 wrote:Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks. ^THIS Maybe with the extra damage you could loose something like 5-10m on effective/optimal range? That way people not using damage mods can still get the upper hand with a little distance. This could work for all equipment and modules. Maybe things like armor reppers or nano hives give you a speed penalty; further forcing a logi to play a support role, rather than a crazy assault as most do.
I still don't understand why logis are support when they carry light weapons, (IMO) they should carry two sidearms to better support there teammates up close but that's just my view on it. |
Alldin Kan
MoIden Heath PoIice Department EoN.
730
|
Posted - 2013.10.26 13:38:00 -
[36] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. no |
Mordecai Sanguine
What The French CRONOS.
72
|
Posted - 2013.10.26 13:44:00 -
[37] - Quote
Banning Hammer wrote:I don't know about that....I have to sacrifice about 200 hp of shields for about 22% more damage, that is a lot. You kill faster, but you also die faster.
Now tanking is not possible anymore. Everyweapon has a too big DPS and Damage mods makes it even worse.
Ar kill 1000Hp in less than 2-3 sec WITHOUT damage mods so tanking is impossible. |
Mordecai Sanguine
What The French CRONOS.
72
|
Posted - 2013.10.26 13:47:00 -
[38] - Quote
But damage mods are good for the game it should just have a drawback. (To not possibly use an shield extender is NOT a drawbacks there's other mods than shield extender/Damage)
Like less Range.
3% of damage increased. 3% of range loss. 5%damage....increased 5%range....loss
It will prevent AR melting 500Hp at 90 meters. And Thale's snipers from MCC with 3 complex damagers. |
Cody Sietz
Bullet Cluster Legacy Rising
1275
|
Posted - 2013.10.26 13:51:00 -
[39] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Still, what else could we use? Scan precision enhancers?
I think every shield tanker would be happy to not have to choose between dmg or shield mods. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
963
|
Posted - 2013.10.26 13:51:00 -
[40] - Quote
Knight Soiaire wrote:I dont think they should go. Maybe they just need drawbacks.
This could be a decent compromise if the drawback was appropriately balanced.
I still think that Assaults should get a built-in Damage mod (one without a drawback were drawbacks to be introduced). |
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Cody Sietz
Bullet Cluster Legacy Rising
1275
|
Posted - 2013.10.26 13:53:00 -
[41] - Quote
Lightning xVx wrote:trooper7041 wrote:Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks. ^THIS Maybe with the extra damage you could loose something like 5-10m on effective/optimal range? That way people not using damage mods can still get the upper hand with a little distance. This could work for all equipment and modules. Maybe things like armor reppers or nano hives give you a speed penalty; further forcing a logi to play a support role, rather than a crazy assault as most do. I still don't understand why logis are support when they carry light weapons, (IMO) they should carry two sidearms to better support there teammates up close but that's just my view on it. Your sir, just came up with a type-2 suit. A possible alternative suit.
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Tyjus Vacca
Valor Coalition
47
|
Posted - 2013.10.26 13:55:00 -
[42] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. \
dmg mods are fine what we need is to either add stacking penalties for shield and armor mods or get rid of them for dmg mods imo |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
963
|
Posted - 2013.10.26 13:59:00 -
[43] - Quote
Lightning xVx wrote:trooper7041 wrote:Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks. ^THIS Maybe with the extra damage you could loose something like 5-10m on effective/optimal range? That way people not using damage mods can still get the upper hand with a little distance. This could work for all equipment and modules. Maybe things like armor reppers or nano hives give you a speed penalty; further forcing a logi to play a support role, rather than a crazy assault as most do. I still don't understand why logis are support when they carry light weapons, (IMO) they should carry two sidearms to better support there teammates up close but that's just my view on it.
I am kinda surprised that you haven't been crucified for mentioning "Sidearm-Only Logi".
Personally, I'd welcome the change. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
238
|
Posted - 2013.10.26 14:16:00 -
[44] - Quote
Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks. They already have drawbacks in the form of fitting requirements, but all the suits seem designed to be able to fit everything at the highest level once you have all the fitting skills. Meaning if you have enough SP, you don' t have to make trade-offs. The fitting requirements should reflect a need to make trades, e.g.: you can fit a third damage mod if you lose the sidearm and drop your grenades down a peg. |
DUST Fiend
OSG Planetary Operations Covert Intervention
7253
|
Posted - 2013.10.26 14:40:00 -
[45] - Quote
Been feeling the same way for a long time.
I mean, who runs an HMG without two complex damage mods?
|
Meeko Fent
expert intervention Caldari State
1298
|
Posted - 2013.10.26 15:22:00 -
[46] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. *cough* Nothing *cough*
There are melee mods, precision enhancer, and shield mods up there.
Considering how much slower an armor tanker is compared to a shield, melee mods are not really apparent I usefulness
With a 10m radius, precision enhancer are a useless piece of hardware unless your a scout.
Shield mods would really be the only worthwhile thing to stack in your high slots.
Besides the point, damage mods open up avenues for many other fits.
Damage mods do make good weapons lethal, and lethal weapons OP, but there is still a tradeoff.
Shields, or more damage.
More HP for the enemy to muscle through; or making it easer for you to kill the other guy.
I find it an even tradeoff.
My troll fits agree. |
ugg reset
Molon Labe. RISE of LEGION
398
|
Posted - 2013.10.26 15:47:00 -
[47] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used.
Oh pray, do tell. |
Sinboto Simmons
SVER True Blood Public Disorder.
1618
|
Posted - 2013.10.26 20:00:00 -
[48] - Quote
ugg reset wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Oh pray, do tell. I've already explained my views on this sir. |
Thor Odinson42
Molon Labe. RISE of LEGION
1717
|
Posted - 2013.10.26 20:02:00 -
[49] - Quote
Banning Hammer wrote:I don't know about that....I have to sacrifice about 200 hp of shields for about 22% more damage, that is a lot. You kill faster, but you also die faster.
I agree, it's good to have choices |
Joel II X
AHPA
71
|
Posted - 2013.10.26 20:13:00 -
[50] - Quote
There are counters to damage mods such as shields and armor extensions. If you are not willing to change to a more defensive type of character, that's not anyone's problem. |
|
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
97
|
Posted - 2013.10.26 21:07:00 -
[51] - Quote
Lightning xVx wrote:trooper7041 wrote:Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks. ^THIS Maybe with the extra damage you could loose something like 5-10m on effective/optimal range? That way people not using damage mods can still get the upper hand with a little distance. This could work for all equipment and modules. Maybe things like armor reppers or nano hives give you a speed penalty; further forcing a logi to play a support role, rather than a crazy assault as most do. I still don't understand why logis are support when they carry light weapons, (IMO) they should carry two sidearms to better support there teammates up close but that's just my view on it. Support mean they carry more crap than you, it doesnt mean they arent killing as well. |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
97
|
Posted - 2013.10.26 21:08:00 -
[52] - Quote
Sinboto Simmons wrote:ugg reset wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. There's more to high slots then damage mods and shields sir, they just need to be used. Oh pray, do tell. I've already explained my views on this sir. I use an enhanced energizer.... |
Mossellia Delt
Militaires Sans Jeux
565
|
Posted - 2013.10.26 21:16:00 -
[53] - Quote
Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them.
Scanners, damage control units, nitro |
Heimdallr69
Imperfect Bastards
1093
|
Posted - 2013.10.26 21:17:00 -
[54] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Nope...you don't want to skill into it not my problem |
General John Ripper
MoIden Heath PoIice Department EoN.
3905
|
Posted - 2013.10.26 21:18:00 -
[55] - Quote
please don't |
THUNDERGROOVE
ZionTCD Public Disorder.
1177
|
Posted - 2013.10.26 21:21:00 -
[56] - Quote
But then Gallente suits would lose their crutch |
Sgt Kirk
SyNergy Gaming EoN.
2402
|
Posted - 2013.10.27 03:16:00 -
[57] - Quote
THUNDERGROOVE wrote:But then Gallente suits would lose their crutch
Yeah, cause you know between the Non native regenerating armor, slower movement, stamina, weakness to explosions and lack of support defense modules in the opposite slot we tank with, we need at least need something as a bonus.
Way too many shield tankers in this thread it's not even worth my time to check back in this thread. Peace. |
lrian Locust
DUST University Ivy League
251
|
Posted - 2013.10.27 03:29:00 -
[58] - Quote
Sinboto Simmons wrote:damage mods upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. I disagree. Damage mods are the only reason that some weapons still work. You mention the sniper rifle: without damage mods you need up to 9 hits to kill a buffed heavy. Without the mods, it's almost useless. That also explains why many snipers run a logi fit. The problem isn't that other weapons are too strong - the sniper rifle is a bit too weak.
The real issue is weapon balance. If that's gone, damage mods will aggravate the problem, but getting rid of them won't solve it.
|
Meeko Fent
expert intervention Caldari State
1309
|
Posted - 2013.10.27 03:52:00 -
[59] - Quote
Mossellia Delt wrote:Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them. Scanners, damage control units, nitro Dropsuits moss, not vehicles.
Vehicles actually have the damage mods in their lows anyway |
Dr Poopypants
DropSuit Repository
9
|
Posted - 2013.10.27 04:04:00 -
[60] - Quote
I was thinking, maybe damage mods shouldn't be stacked. (different levels of the same mod, still could be). And then assaults dropsuits now have an equivalent damage mod passive on dropsuit skill. |
|
Fizzer94
L.O.T.I.S. Public Disorder.
622
|
Posted - 2013.10.27 04:08:00 -
[61] - Quote
Sinboto Simmons wrote:Chunky Munkey wrote:Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Okay. Armour hardener modules for high slots then please. And shield hardeners for the lows? There are already low slot shield mods. There are no armor mods for high slots. |
Justin Tymes
Dem Durrty Boyz Public Disorder.
453
|
Posted - 2013.10.27 04:10:00 -
[62] - Quote
How else am I suppose to get people in Proto suits to move with the Assault MD? |
CharCharOdell
Shining Flame Amarr Empire
1293
|
Posted - 2013.10.27 04:11:00 -
[63] - Quote
Lol. No |
DildoMcnutz
Science For Death The Shadow Eclipse
295
|
Posted - 2013.10.27 04:17:00 -
[64] - Quote
Sgt Kirk wrote: weakness to explosions .
I feel for you guys on that one, the gallente suit really gets rolled by those locus, hell i put one extender on my amarr suit for 298 shield and it still stings pretty bad but you guys have got it the worst in the taking grenades to the face department.
|
Jason Pearson
Animus Securities
3078
|
Posted - 2013.10.27 04:27:00 -
[65] - Quote
Would rather see them being used in a weapon fitting system, with negatives being applied to the weapon rather than them being put on the dropsuit.
King of the Forums // Vehicle Specialist for Hire Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Vell0cet
Royal Uhlans Amarr Empire
449
|
Posted - 2013.10.27 05:01:00 -
[66] - Quote
Damage mods are fine. They create an interesting dynamic where you choose between tank/gank/utillity. The problem is TTK is too short for most weapons, which nullifies the importance of gear. This should be addressed by removing the 10% weapon damage buff at the release of Uprising. Some weapons may need to be buffed back afterwards, but this is a much better solution. |
Cosgar
ParagonX
6645
|
Posted - 2013.10.27 05:05:00 -
[67] - Quote
Vell0cet wrote:Damage mods are fine. They create an interesting dynamic where you choose between tank/gank/utillity. The problem is TTK is too short for most weapons, which nullifies the importance of gear. This should be addressed by removing the 10% weapon damage buff at the release of Uprising. Some weapons may need to be buffed back afterwards, but this is a much better solution. The removal of the proficiency skill could help as well. Maybe not a complete removal, but make them add more indirect bonuses instead of raw damage. There was a lot of imbalance in earlier builds with the abundance of passives which CCP did the right thing by tying those passives to what you equip, it's time they did the same with proficiency. |
Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 05:14:00 -
[68] - Quote
I made another thread about how damage mods scale across tiers. Essentially, you go up 66% in efficacy from STD to ADV, but then leap up a full 100% from ADV to PRO. This means PRO damage modules are 233% more effective than standard ones. Add stacking penalties and you easily hit 300% (four times) between PRO to STD and 100% (two times) between PRO to ADV.
This would be the same as armor plating going from 85 armor to 170 armor to 340 armor and is ridiculous. Armor gets 20% more health per tier while damage mods are getting 100% more damage bonus per tier after stacking penalties. Damage mods also get cheaper to fit for each point of efficacy while most other modules get more expensive. Shield extenders are similar, but there are no stacking penalties to amplify the issue, plus the efficiency scales almost linearly.
With the already short times to kill for most weapons, the game becomes more of a twitch fest. You die faster, the enemies die faster and all the problems of the game become more apparent. |
OZAROW
WarRavens League of Infamy
980
|
Posted - 2013.10.27 05:26:00 -
[69] - Quote
Change the cost to:
10 000 basic
20 000 enh
30 000 complex
Let's see how many dudes run 3 complex dam mods an proto AR when that alone will cost like 150000.
Just fixed the game, your welcome. |
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2300
|
Posted - 2013.10.27 06:20:00 -
[70] - Quote
Do you even Amor tank, bro?
Seriously though, no. |
|
Fizzer94
L.O.T.I.S. Public Disorder.
623
|
Posted - 2013.10.27 06:43:00 -
[71] - Quote
OZAROW wrote:Change the cost to:
10 000 basic
20 000 enh
30 000 complex
Let's see how many dudes run 3 complex dam mods an proto AR when that alone will cost like 150000.
Just fixed the game, your welcome. That reminds me. Proto things are too cheap. A proto suit+ proto weapon should run someone 400k isk alone. A fully fitted suit should be ~500k. |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
170
|
Posted - 2013.10.27 07:12:00 -
[72] - Quote
I agree,
DEATH TO THE DAMAGE MODS!
For armor tanks it would be nice to get some module that effects armor in the high slot.
I would even approve of them moving that module invented by CCP's only employee with an IQ under 15 (the Reactive Plate) to the high slot. Not that many/any people would use it even in a high slot. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
605
|
Posted - 2013.10.27 08:00:00 -
[73] - Quote
While we are at it, how about removing all shields and armor modules? |
Kira Lannister
Ancient Exiles
1633
|
Posted - 2013.10.27 08:07:00 -
[74] - Quote
What else will I fill my high slots with?
3x Dmg Mod+ Balacs
|
Sinboto Simmons
SVER True Blood Public Disorder.
1640
|
Posted - 2013.10.27 16:24:00 -
[75] - Quote
OZAROW wrote:Change the cost to:
10 000 basic
20 000 enh
30 000 complex
Let's see how many dudes run 3 complex dam mods an proto AR when that alone will cost like 150000.
Just fixed the game, your welcome. gooed idea, most likely will happen with the player market being released though. |
Slightly-Mental
Zumari Force Projection Caldari State
22
|
Posted - 2013.10.27 17:11:00 -
[76] - Quote
Ludvig Enraga wrote:While we are at it, how about removing all shields and armour modules?
*fixed
To be honest, no matter what you remove, or add, they will always be some people crying over something. This is the trouble with games that offer different style of play.... Some people cant picture other play styles.... |
Mordecai Sanguine
What The French
74
|
Posted - 2013.10.27 17:40:00 -
[77] - Quote
Fizzer94 wrote:OZAROW wrote:Change the cost to:
10 000 basic
20 000 enh
30 000 complex
Let's see how many dudes run 3 complex dam mods an proto AR when that alone will cost like 150000.
Just fixed the game, your welcome. That reminds me. Proto things are too cheap. A proto suit+ proto weapon should run someone 400k isk alone. A fully fitted suit should be ~500k.
You're just crazy i think. Don't forget than now a single Militia Assault rifle can Melt 1500hP actually everybody has some too high DPS so a protosuit can be killed in less than a sec....
And it will make everybody in sniper from mcc... |
Fizzer94
L.O.T.I.S. Public Disorder.
629
|
Posted - 2013.10.27 17:46:00 -
[78] - Quote
Mordecai Sanguine wrote:Fizzer94 wrote:OZAROW wrote:Change the cost to:
10 000 basic
20 000 enh
30 000 complex
Let's see how many dudes run 3 complex dam mods an proto AR when that alone will cost like 150000.
Just fixed the game, your welcome. That reminds me. Proto things are too cheap. A proto suit+ proto weapon should run someone 400k isk alone. A fully fitted suit should be ~500k. You're just crazy i think. Don't forget than now a single Militia Assault rifle can Melt 1500hP actually everybody has some too high DPS so a protosuit can be killed in less than a sec.... And it will make everybody in sniper from mcc... That's how proto suits used to be, and it made them special. Now people run them constantly, because they don't cost nearly as much as they used to. |
Rei Shepard
Spectre II
752
|
Posted - 2013.10.27 17:50:00 -
[79] - Quote
Can i have some High mods then that somehow enhance my resistance of my armor plates or enhance my reps ?
But if there would be a Mods that enhances 10% damage resistance to Armor Plates or burst rep mod that reps my armor faster if my shields are down, that would be valid mods to fit. But then we would see the Caldari Logi with 50% Resistance to its armor plates no doubt....
Because if i have no damage mods for those slots, i dont see a whole lot of stuff i can fit in there, and saying fit extenders ...errm i am amarr to run armor stuff, if i have to run shields i would have gone Caldari.
|
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
433
|
Posted - 2013.10.27 17:55:00 -
[80] - Quote
How I see it: Shield tanking can stack kat kins and be really fast, and armor tankers will be slow but will kill you in an instant. I'd rather be the Caldari Assault with a Duvolle, shield tanked, and running 9m. |
|
CYRAX SERVIUS
Death Firm.
191
|
Posted - 2013.10.27 18:22:00 -
[81] - Quote
Toxin ar, 3 complex mods, tears... |
Fiddler Galaine
Northwind Alliance Dark Taboo
37
|
Posted - 2013.10.27 18:32:00 -
[82] - Quote
Instead, I'd reduce the proficiency skill from 15% to 10%. |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
99
|
Posted - 2013.10.27 18:37:00 -
[83] - Quote
THUNDERGROOVE wrote:But then Gallente suits would lose their crutch The only adv gal has had is not having a weapon that does equal or more damage against them the way that the duvolle gal plasma rifle does against shields thats changing with the new, weapons.. Also thats not really true bc md are hell on gal armor so are cores. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
616
|
Posted - 2013.10.27 20:57:00 -
[84] - Quote
Slightly-Mental wrote:Ludvig Enraga wrote:While we are at it, how about removing all shields and armour modules? *fixed To be honest, no matter what you remove, or add, they will always be some people crying over something. This is the trouble with games that offer different style of play.... Some people cant picture other play styles....
Totally disagree. CCP just threw a bunch of modules into the game that they have not spent a second thinking about (you can see that in the overabundance of useless UP modules as well as any number of other examples to support this) and ended up with a game where there is only one way to do it 'right'. Run a tanked logi with AR. |
Cosgar
ParagonX
6670
|
Posted - 2013.10.27 21:05:00 -
[85] - Quote
Ludvig Enraga wrote:Slightly-Mental wrote:Ludvig Enraga wrote:While we are at it, how about removing all shields and armour modules? *fixed To be honest, no matter what you remove, or add, they will always be some people crying over something. This is the trouble with games that offer different style of play.... Some people cant picture other play styles.... Totally disagree. CCP just threw a bunch of modules into the game that they have not spent a second thinking about (you can see that in the overabundance of useless UP modules as well as any number of other examples to support this) and ended up with a game where there is only one way to do it 'right'. Run a tanked logi with AR. Not having established core mechanics is a big issue in Dust. There should be more to this game than who has the highest EHP. Scouts were useful at some point, they need to revisit what made that work and re-implement it. |
low genius
The Sound Of Freedom Renegade Alliance
768
|
Posted - 2013.10.27 21:06:00 -
[86] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration.
and why don't you think that core skills balance out damage mods? |
Meeko Fent
expert intervention Caldari State
1317
|
Posted - 2013.10.27 21:47:00 -
[87] - Quote
Cosgar wrote:Ludvig Enraga wrote:Slightly-Mental wrote:Ludvig Enraga wrote:While we are at it, how about removing all shields and armour modules? *fixed To be honest, no matter what you remove, or add, they will always be some people crying over something. This is the trouble with games that offer different style of play.... Some people cant picture other play styles.... Totally disagree. CCP just threw a bunch of modules into the game that they have not spent a second thinking about (you can see that in the overabundance of useless UP modules as well as any number of other examples to support this) and ended up with a game where there is only one way to do it 'right'. Run a tanked logi with AR. Not having established core mechanics is a big issue in Dust. There should be more to this game than who has the highest EHP. Scouts were useful at some point, they need to revisit what made that work and re-implement it. They could dodge bullets.
This was caused by really fast move speeds that hurt HD.
I believe scouts should move a bit faster.
Another factor was their base scan radius. It was double the other dropsuits scan radius. Bring that back as well.
Finally, what could be considered the final nail in the scout coffin was active scanners. They WERE invisible to passive scanners, but due to the abundance if active scanners that made that capability null, scouts lost their final advantage. STD scouts should be invisible to STD scanners. ADV scouts should be invisible to ADV scanners. PRO scouts should be invisible to all scanners but the most precise ones. Scanners also shouldn't be able to do a ballerina twirl and see everybody within 100 meters
Heh, I'm not even a scout. I just pieced these issues together from the various scour threads and made my own fixes up.
Scouts need some hugz. |
SgtDoughnut
Red Star Jr. EoN.
336
|
Posted - 2013.10.27 21:57:00 -
[88] - Quote
Chunky Munkey wrote:Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. Okay. Armour hardener modules for high slots then please.
Would love to get some explosive resistance mods on my gallente logi :P
|
ToRgUe77
Ultramarine Corp
6
|
Posted - 2013.10.27 22:04:00 -
[89] - Quote
+1
|
Cosgar
ParagonX
6676
|
Posted - 2013.10.27 22:09:00 -
[90] - Quote
Meeko Fent wrote:Cosgar wrote:Ludvig Enraga wrote:Slightly-Mental wrote:Ludvig Enraga wrote:While we are at it, how about removing all shields and armour modules? *fixed To be honest, no matter what you remove, or add, they will always be some people crying over something. This is the trouble with games that offer different style of play.... Some people cant picture other play styles.... Totally disagree. CCP just threw a bunch of modules into the game that they have not spent a second thinking about (you can see that in the overabundance of useless UP modules as well as any number of other examples to support this) and ended up with a game where there is only one way to do it 'right'. Run a tanked logi with AR. Not having established core mechanics is a big issue in Dust. There should be more to this game than who has the highest EHP. Scouts were useful at some point, they need to revisit what made that work and re-implement it. They could dodge bullets. This was caused by really fast move speeds that hurt HD. I believe scouts should move a bit faster. Another factor was their base scan radius. It was double the other dropsuits scan radius. Bring that back as well. Finally, what could be considered the final nail in the scout coffin was active scanners. They WERE invisible to passive scanners, but due to the abundance if active scanners that made that capability null, scouts lost their final advantage. STD scouts should be invisible to STD scanners. ADV scouts should be invisible to ADV scanners. PRO scouts should be invisible to all scanners but the most precise ones. Scanners also shouldn't be able to do a ballerina twirl and see everybody within 100 meters Heh, I'm not even a scout. I just pieced these issues together from the various scour threads and made my own fixes up. Scouts need some hugz. Overall mobility needs hugz. Dumbing down strafing in a high health FPS like this turns everything into a RPG with FPS elements when it should be the other way around. |
|
Vrain Matari
ZionTCD Public Disorder.
1148
|
Posted - 2013.10.27 22:25:00 -
[91] - Quote
JL3Eleven wrote:Let people do what they please. It's a glass cannon vs. a tank argument. Just do not balance weapons based on damage mods. +1.
The pressure to turn DUST into the standard even-playing-field fps is friggin' unrelenting. Tiericide, weapons nerfs, proto mod nerfs, damage mod nerfs.
Fact is, a standard new toon can do well in pubs. It's all about playstyle. Given that it's not supposed to be an even playing field, CCP has done a magnificent job of balancing the game.
The same thing can't be said for the matchmaking at the moment......but that is an entirely separate issue. |
Sinboto Simmons
SVER True Blood Public Disorder.
1653
|
Posted - 2013.10.28 20:19:00 -
[92] - Quote
Bump
Sinboto - The True Blood Minja.
|
Disturbingly Bored
The Strontium Asylum
899
|
Posted - 2013.10.28 20:22:00 -
[93] - Quote
Sinboto Simmons wrote:Bump
Stop. Damage Mods are balanced just fine against Shield Extenders. They have never represented a legitimate balance issue in this game.
Bumping this thread just spreads misinformation. |
Bethhy
Ancient Exiles
230
|
Posted - 2013.10.28 20:26:00 -
[94] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration.
I like damage module's there is a clear sacrifice to HP putting them on your suit...
I Would actually like an addition to damage module's known as Heat Sink's allowing laser based weaponry to acquire more heat before it fully overheats.
|
Cosgar
ParagonX
6735
|
Posted - 2013.10.28 20:38:00 -
[95] - Quote
Bethhy wrote:Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration. I like damage module's there is a clear sacrifice to HP putting them on your suit... I Would actually like an addition to damage module's known as Heat Sink's allowing laser based weaponry to acquire more heat before it fully overheats. This is the kind of stuff we need instead of just straight up damage. Heat sinks, forward grips, stabilizers, and maybe even, quick re-loaders and maybe even something to enhance range. |
Martin0 Brancaleone
Maphia Clan Corporation
474
|
Posted - 2013.10.28 20:41:00 -
[96] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration.
Lets say we remove damage mods. What are gallente players supposed to do with high power slots? Currently High Slot modules: -Miofibril stimulants (yeah so useful 99% of the time right?) -ScanPrecision enhacers (with 10m scan radius is sooooo useful) -Shields -Damage Mods
That means that if i don't want to use shields the only USEFUL module to fit is a damage mod. We don't need to remove damage mods. We need more USEFUL High Slot modules. I agree that Proto Damage mods are a bit too good and should be nerfed to 8% damage bonus. But we need more stuff. With more useful stuff less people use damage mods. I would be REALLY happy if i could fit something else beside damage mods if that HELPS me
Some idea could be: - A mod to increase max ammo (really useful for logis) - A heat sink module (good for lazors, scramblers, hmgs...) - A Armor Resistance Mod (3-5-8% less dsamage on armor? Shield tankers got shield regulators in low slots, would be cool to have a high slot module for armor) |
Sinboto Simmons
SVER True Blood Public Disorder.
1654
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Posted - 2013.10.28 21:00:00 -
[97] - Quote
Disturbingly Bored wrote:Sinboto Simmons wrote:Bump Stop. Damage Mods are balanced just fine against Shield Extenders. They have never represented a legitimate balance issue in this game. Bumping this thread just spreads misinformation. No I won't stop until this disgusting mod is replaced, restricted, or removed, it's causing imbalance in the gameplay and I'll not have it.
Sinboto - The True Blood Minja.
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Sinboto Simmons
SVER True Blood Public Disorder.
1814
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Posted - 2013.11.05 00:03:00 -
[98] - Quote
Won't stop.
Sinboto - The True Blood Minja.
Forum Warrior level 1
Tryhard Veteran
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Fizzer94
L.O.T.I.S. Public Disorder.
760
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Posted - 2013.11.05 00:15:00 -
[99] - Quote
The math has been done. Damage mods are no more effective than shield extenders. They merely serve a different purpose.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
The Plasma Cannon is not underpowered.
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Llast 326
An Arkhos
324
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Posted - 2013.11.05 00:20:00 -
[100] - Quote
throws down Nanohive |
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Sinboto Simmons
SVER True Blood Public Disorder.
1817
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Posted - 2013.11.05 00:25:00 -
[101] - Quote
Llast 326 wrote:throws down Nanohive PREPARE THINE ANUS FOR MASS DRIVER DIPLOMACY!
Sinboto - The True Blood Minja.
Forum Warrior level 1
Tryhard Veteran
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PADDEHATPIGEN
BurgezzE.T.F Public Disorder.
90
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Posted - 2013.11.05 00:54:00 -
[102] - Quote
Like many other things in Dust 514, they forgot abaut races and how they use modules, they made a mistake with the DMG mods, like they did with SO MANY other things. They made DMG mods as high slots, and that is wrong, they are supose to be low slots like they are in eve. |
hgghyujh
Expert Intervention Caldari State
156
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Posted - 2013.11.05 00:57:00 -
[103] - Quote
the issue isn't damage mods per say but the stacking penalties are too low and hp pools are tooo damn small fix those things and damage mods will be fine. |
Minako Nakajima
Vortex State Empire Dark Taboo
27
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Posted - 2013.11.05 00:58:00 -
[104] - Quote
Nope...
"The world we've come to love can often seem to collapse around us." // Terminally Insane
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Llast 326
An Arkhos
324
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Posted - 2013.11.05 01:14:00 -
[105] - Quote
Make it a one time bonus No stacking, simple as that. If the damage mods are applied as a single bonus then the actually value of the weapon would be apparent. There are other options to add to the slots, and as an added bonus people would push for more diverse modules, like ammo variants. I know that some would prefer to do more and more damage, that is where the skill bonus comes into play. Is the CPP philosophy not skill>gear? or am i wrong on that? |
low genius
The Sound Of Freedom Renegade Alliance
821
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Posted - 2013.11.05 02:39:00 -
[106] - Quote
Sinboto Simmons wrote:Pretty simple thread, damage mods have been a problem for a very long time by their very nature they upset infantry combat to the point weapons are balanced with them in mind leaving some weapons weakened without their use ( see sniper&MD)
This mod turns good weapons into nasty weapons and nasty weapons into op weapons they need to be removed and all weapons modified to compensate they add nothing to infantry combat but frustration.
in eve damage mods take up the same slot as armour. the same slot as cpu boost. the same slot as pg boost. this should be considered. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
311
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Posted - 2013.11.05 03:23:00 -
[107] - Quote
If shield tanking was worthwhile against anyone other than mass drivers than Damage Mods would be fine. But right now an AR can rip through 500+ shields in 4-5 shots at 600+ RPM. All he needs to do is get the crosshair on you for half a second and your shields are down completely and even most of your armor.
Assuming Shields had the same protection as armor then the difference between tanking and glass cannon would be ideal and balanced. But as we all know, shields are worthless and everyone armor tanks because of this freeing up the high slots for even more damage mods without the risk of losing a valuable tank.
Director (Management)
D.A.R.K L.E.G.I.O.N
D.E.F.I.A.N.C.E
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2246
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Posted - 2013.11.05 03:43:00 -
[108] - Quote
Arkena Wyrnspire wrote:I am inclined to agree, but what do armour tankers put in their midslots? Shield modules? That makes brick tanking literally the only option for armour tankers, as well as stripping one of their main advantages from them.
Yeah but how can you shield tank when you need the High slots to equal the enemy's Firepower?
We need Better High powered modules i agree,but it's not the issue OP mentioned.
u+Élop s-¦ -Äll+Én-ç+ö+É
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2246
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Posted - 2013.11.05 03:46:00 -
[109] - Quote
Llast 326 wrote:Make it a one time bonus No stacking, simple as that. If the damage mods are applied as a single bonus then the actually value of the weapon would be apparent. There are other options to add to the slots, and as an added bonus people would push for more diverse modules, like ammo variants. I know that some would prefer to do more and more damage, that is where the skill bonus comes into play. Is the CPP philosophy not skill>gear? or am i wrong on that?
I actually proposed :
GÖª 1st dam mod (Cx) +10% GÖª 2nd dam mod (Cx) +5% GÖª 3rd Dam mod +0%
This plus proficiency gives you up to 30% more damage. Enough for everyones greed without altering too much the effectivity of shield tankers compared to armor tankers. I can live with 5% LESS Firepower than the enemies....But having to stack 3 Complex damage mods to be at the same firepowerlevel than armor tankers (and there by sacrificing a LOT of HP in the process) Its just plain annoying.
I run Caldari suits and Amarr shield tanked suits ( I need the low slots for P.Dampners,A.Repairers,Kinetic Cats,etc... u.u Sorry)
u+Élop s-¦ -Äll+Én-ç+ö+É
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crazy space 1
Vherokior Combat Logistics Minmatar Republic
1959
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Posted - 2013.11.05 04:29:00 -
[110] - Quote
Just to let you know they stack
If you fit speed mods they don't keep giving the same advantage but damage mods ignore this rule because this game is in beta still
In other words make them work like they do in eve online... Funny part is in the early days of eve online they didn't stop me from putting 8 damage mods on my Apoc. Idiots, I taught them pretty fast why you shouldn't let people do that. |
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Luna Angelo
We Who Walk Alone
54
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Posted - 2013.11.05 04:57:00 -
[111] - Quote
CCP has said that PvP is inherently unbalanced. When will people remember that they CHEERED when they said that?
I am the Horseless Headsman.
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Sleepy Zan
2709
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Posted - 2013.11.05 05:17:00 -
[112] - Quote
Sinboto Simmons wrote: they add nothing to infantry combat but frustration.
On the other side of frustration is joy.
A good sniper doesn't provide battlefield intelligence, a good sniper leaves no intelligence left on the battlefield
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crazy space 1
Vherokior Combat Logistics Minmatar Republic
1960
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Posted - 2013.11.05 06:43:00 -
[113] - Quote
hgghyujh wrote:the issue isn't damage mods per say but the stacking penalties are too low and hp pools are tooo damn small fix those things and damage mods will be fine.
Dmg mods are not effected by stacking penalties at all zip, nada
You'd think CCP never made an mmo before |
Racro 01 Arifistan
501st Knights of Leanbox
63
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Posted - 2013.11.05 06:48:00 -
[114] - Quote
Knight Soiaire wrote:I dont think they should go.
Maybe they just need drawbacks.
i would like to see drawbacks fro damage mods.. for AR's it jams at 1/4 clip left for basic damage mod. 2/4 for enchanced and 3/4 for complex. wepaon upgrade skill should reduce damage modifer drawback.
like in eve. where the rig skills reduce thier drawback penalties. |
Sinboto Simmons
SVER True Blood Public Disorder.
2182
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Posted - 2013.11.16 03:33:00 -
[115] - Quote
Bump
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
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